> Forest of True Sight > Questions & Answers Reload this Page Starting a GvG Guild.
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Old Sep 28, 2006, 07:57 PM // 19:57   #1
Pre-Searing Cadet
 
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Default Starting a GvG Guild.

So I have been playing GW since beta and have been in many guilds. A lot of them seamed to be very similar. I would join and it was a new guild just starting out taking anyone who would talk to them for a few seconds. These guilds helped each other out and what not but they where not focused on ever PvPing. Especially not GvGing. I finally managed to get into a GvG guild that was loads of fun. We came close to getting into the top 100 many times. Eventually I became busy and had to put GW on the back burner. Once I came back my guild had restructured and the GVG part of the guild made their own guild to compete on the ladder. I left, again looking at guild after guild never finding what I wanted. I recently decided maybe making my own Guild would be the answer. The work required to manage a guild wouldn't bother me if I had intelligent and positive players.

I had an idea on how to accomplish this. I'm setting up a forum with detailed information about what I want in this guild. The requirements of the players and where I want to see this guild go. Once I get all the details worked out I will advertise this forum and find people who are interested in supporting the guild's start.

It???s proven to be very challenging. Despite what all I want I will miss a lot of details and not cover many aspects. The reason I'm posting here today is to get input from GWGuru community. Does this sound like a good approach? Or am I just wasting my time? I figure I will have a much more successful guild if I build it on "paper" and find some support for it before I create it in game.
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Old Sep 28, 2006, 08:07 PM // 20:07   #2
??ber t??k-n??sh'??n
 
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it's very difficult, especially the "finding intelligent and positive players" part.

if you are dead set on making your own gvg guild, then your approach is very good. you already have experiences with gvg in general, which makes it easier to get started immediately into build making etc.

a good way to start recruiting is to find newer, inexperienced players with one or two fairly experienced players to help you educate them. there are tons of inexperienced players out there who are eager to gvg, but find that they are shut out of decent guilds because of their inexperience. many of them are smart and eager to learn, which make them the ideal candidates. yes, it will be a while before your guild becomes competitive, but the end result will be a much better team cohesion and better team play.

anyways, i think this thread will be better if moved to the gvg section. you'll find more advice there. *cue mods*
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Old Sep 28, 2006, 08:36 PM // 20:36   #3
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It's okay to ask questions about starting a GvG guild, but it is inappropriate to advertise or recruit for a GvG guild, hence why this thread will stay here and be closely monitored.

I would suggest perusing the LFG thread for potential candidates and contacting them. Also, make a post in the Guild Introducting thread.

Starting any guild is hard work, and recruiting good people and training them to GvG is very challenging as well. I have been doing that for the past year and believe me it is a lot of hard work.
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Old Sep 28, 2006, 09:46 PM // 21:46   #4
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To have a successful gvg guild, you need:

1. Ventrillo or Teamspeak
2. Active players (proabably at least once every 3 days)
3. A bunch of good gvg builds. Maybe make a friend that knows this and he/she can help you out.
4. A gvg roster of 8 people in your guild. Then you need substitutes.
5. People who are willing to learn gvg.
6. People who are experienced at gvg and can teach others.

Feel free to add to this

gl on your guild
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Old Sep 28, 2006, 11:13 PM // 23:13   #5
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Getting a GvG guild going, and keeping it going, is a lot of work. I've already been down that path. The problem is you need dedicated players (if you actually have the competitive spirit, that is, rather than a "we don't care about losing, we just want to have fun" type of thing -- and the best players will just leave if they determine that you care about touchy feely things more than improving and winning).

You'll want, say, 10-15 people, to ensure you have enough on to GvG most times. But you'll also want most of those people to log in every day, at the same time, for the same amount of time -- but people often can't commit to this, or don't want to have to play every day (including weekends) if they are tired or don't feel like it, or sometimes want to just do something other than GvGing. This is especially true for people with full time jobs.

So then you'll run into situations where you get too many people on at the same time, or (more commonly) far too few, coming on at different times in the evening -- and you have a random subset of your people/guests playing on any particular day, often having to play different roles -- which makes it a lot harder to improve your team play.

Getting off the ground is the hardest part of all; you'll need at least 4 people -- and then you can then guest decent people you find from wherever (TA, RA, even AB). If these guests have a good time GvGing with you (and they probably don't GvG in their current guild), then they may consider joining yours.

In GW, guilds are created and die constantly, and people are generally not very attached to their guilds (probably because so many are those random recruiting/mass inviting types of guilds -- you know what I mean, the billion "New guild $guildname forming, have hall and cape, mature players only!" ads you always see in any outpost). However, the easy-come-easy-go nature of guildhopping will work against you as well as for you.
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